Is it possible to perform load Testing on Mobile Apps [closed] - android

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Anyone please guide me how I perform load testing on Android Applications. Please suggest any tool with guidelines.

If you need to test Android application performance itself, i.e. find the slowest functions, measure activities switching/rendering/calculation speed, CPU, RAM, Battery usage and so on - the best (if not only) way is using a profiler tool:
The Android Profiler
Profile your app performance
If your goal is to simulate hundreds/thousands of users concurrently using multiple instances of the mobile application which communicates with the backend or database, to wit you need to conduct performance testing of the backend - it's also possible with a special load testing tool.
The choice of the tool depends on several factors, the main of them are:
Network protocol(s) used by your application
Ability of the tool to be run in clustered mode in case if one instance is not powerful enough to create the necessary load
See Open Source Load Testing Tools: Which One Should You Use? for example tools comparison

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What are the programming tools used to build an Android game like Elevate? [closed]

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The idea is how to build an android game that contains inside it many small games like Snake, draw letters, Sudoku...(Elevate as an example)
Should I use Android native, ionic, unity…?
Note that Elevate has incredible animations.
Elevate in Play Store
I'm almost certain it's a native app based on the standard UI widgets (e.g. RecyclerView, CardView, CoordinatorLayout) it uses.
With that being said, you can surely build such an app with other tools like Unity or even Game Maker Studio. However, implementing UI widgets that mimic native Android functionality can prove difficult and time-consuming.
My recommendation would be to use an IDE such as Android Studio and utilize Google's vast UI libraries to build the menu sections of the app.
As for the mini-games, it all comes down to managing resources and memory (making sure that resources for a particular game are loaded in/out of memory as needed).
Sorry.. To Say that. It doesn't looks like a real game. Unity 3D is a heavy engine which is highly recommended for big games. But still if you want to build it in Unity the i suggest you the following tools:
Game Engine: Unity 3D.
Database: Firebase.
Animations: Adobe Illustrator.

Controlling a Unity game from an Android device via bluetooth [duplicate]

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Is there any simple (or even not so simple) way to transmit just small amounts of data (some small strings and the occasional number) between 2 iOS devices using Unity? I know there are some assets on the Asset Store, but those are upwards or $50 and far overkill. Or is there a good tutorial for this that I can follow?
those are upwards or $50
No, they are not. Here is a Bluetooth plugin for Android and iOS for $10.
The rule goes like:
If you are one person, use that. You will save yourself time. If you are working for a company, you should make your own plugin.
is there a good tutorial for this that I can follow?
If you decide to make your own Bluetooth plugin, you must first learn Java. Make a simple Android Java Bluetooth program and test it on your Android device. If it works, then you can then simply convert it into a plugin by seperating the code into functions such as bluetoothInit(), bluetoothConnect(), bluetoothSend(), bluetoothReceive(), bluetoothDisconnect(), bluetoothClose(). Then compile it into a plugin (jar or aar) file. You can now call the functions from Unity C#.
Learn Android Bluetooth API.
Links on how to call Java functions from C# in Unity. I suggest you follow the first link.
http://www.what-could-possibly-go-wrong.com/creating-a-native-android-plugin-for-unity3d/
http://www.thegamecontriver.com/2015/04/android-plugin-unity-android-studio.html
https://www.thepolyglotdeveloper.com/2014/06/creating-an-android-java-plugin-for-unity3d/
EDIT:
For iOS, you need to learn Objective-C. Learn iOS Bluetooth API then make a plugin.
https://developer.apple.com/library/ios/documentation/NetworkingInternetWeb/Conceptual/CoreBluetooth_concepts/AboutCoreBluetooth/Introduction.html
http://code.tutsplus.com/tutorials/ios-7-sdk-core-bluetooth-practical-lesson--mobile-20741

AOSP / Android Source code indexing tools [closed]

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I'm searching for tools that would allow me to index and navigate within AOSP source tree a little bit easier.
My team works mostly at the lower level (so C and C++), but we interface with Java quite a bit. Currently we use:
ack-grep,
ctags,
cscope.
Since we're building a whole platform, we're not limited to just our code, but sometimes also need to understand better what's happening inside Android.
I currently make an attempt to use OpenGrok -- indexing is far from being done and the log is already swollen from git warnings.
The tools we currently use are hardly a convenient way to navigate the code. I would like to reach out for Android hackers wisdom - how do you navigate the code?
For the Java part Android Code Search is quite a blast. Unfortunately, I think it's "online-only" And also, for the low-level (C/C++) stuff things need to evolve a bit.

Where I can find a open source android apps that have a few performance bugs when run under a few contexts? [closed]

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I'm developing an Android Performance Testing Platform which simulates a user context and runs the Application-Under-Test (AUT) and reports the causes and the context of occurrence of any performance bug i.e. crashing if run on an already loaded CPU/RAM or low network or not responding if the GPS is rapidly being updated or slow response time etc.
So, I've the basic framework ready and now I need apps that have these kind of performance bugs. Can someone tell me if there's any database which maintains bug reports especially performance bugs from opensource/non-opensource android apps? Or you can mention a few apps that're buggy in some certain conditions.
P.S. This is my first major open source project and the first one that I started. Thanks a lot in advance.
I found this but it has performance bugs specific to the phone/OS and nothing much related to the app.
While testing the Google I/O 2013 app with LittleEye, we found that it had a performance bug where it was consuming CPU continuously even when there was no user interaction with the app.
This shows up when the app is opened (and in foreground) and you select a track and then a talk in that track. Opening up any talk will trigger this bug.
There was a similar problem with the facebook app which has been fixed recently (the app would continuously consume CPU while in the background).
Not sure if you are looking for these kinds of bugs, but these are some performance bugs we noticed recently in apps.

Create an Android app on ios (Apple) platform [closed]

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This might sound like a duplicate question but trust me its not.
I have an Android app. It contains WebView to display webpages. Now I am planning to go live with the app on ios too. Now having two different codes and maintaining them is a difficult task.
Is there a way I can develop app in both the platforms with minimum maintenance issues. With minimum maintenance I mean more reusable code that can be use on both the platforms.
I have heard that it can be done using Chromium Project but am unable to find supporting docs for the same on internet.
Any suggestions?? or reference materials??
For what I know there is no way you could use your Java code and the XML files (including your WebView) in IOS application. the language/platform are different.
What you could do is to develop a web application that looks as a mobile application for example using JQueryMobile and the export it using the already suggested PhoneGap framework to any platform you would like.
You should try one of the several frameworks out there, being PhoneGap (http://phonegap.com) an interesting option.

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